Also, fwiw, you can't have those items in your Backpack, as they do not exist in ASB. The only items that can be listed there are items acquired in the prize claiming thread or RPs. That means you should delete them from your profile.

CAP Head Mod

23:09 Tortferngatr 1. You need proper ability descriptions on each of your mons Check
23:09 amir (Vader) where do i get those
23:09 Tortferngatr The Data Audit thread
23:09 Tortferngatr 2. You need proper type descriptions You only need the summaries, but good job.
23:10 Tortferngatr Again, Data Audit thread
23:10 Tortferngatr 3. Why does Caterpie have base 91 speed??? Check, fixed.
23:10 amir o
23:10 amir should be 45
23:10 amir lol
23:11 Tortferngatr 4. If you have a Pokemon that can't breed but gets TMs, they get an additional three levelup moves above level 25. Check
23:12 Tortferngatr 5. Use Rotom's normal sprite, you switch formes by going to an arena with the appliance you want. Check
23:13 Tortferngatr 6. Put 0/5 in front of Caterpie's EC and DC.
23:13 Tortferngatr 7. specify what your natures do (Check)
23:13 amir why cant i have that sprite o_O
23:13 Tortferngatr MC should read 0 on all your mons
23:14 Tortferngatr Mostly just preference.
23:14 Tortferngatr and to avoid confusion over which forme it's in.
23:14 Lou it really should feature just the forme you're currently in
23:14 Lou caterpie's sprite is fine; though
23:14 Tortferngatr yeah.

General comprehensive list of what needs fixing. As I'm doing this unofficially (actual reviewers can critique further), I don't claim anything.

Click to expand...

All this is true, but note that since you don't have an appliance yet, Rotom is going to be in its ordinary Electric/Ghost typing and have those STAB descriptions. You can pick up appliances later, I'm still working on broader availability but for now the easiest way is through an arena that's a junkyard or whatever, something where it might be plausible to find.

Pick Up: This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Quick Feet: This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Honey Gather (DW): This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Dratini [sexy shit] (Male)
Nature: Lonely Adds * to Attack. Subtracts * from Defense.
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

Defiant: The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Inner Focus: When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pressure (DW): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Not Approved. Because so many people have done started with them, the Teddiursa/Dratini/Pawniard team has been banished to the ASB Uber Tire. Please try again later.

Edit: @Rediamond, what do you mean, "please stop pretending you can approve"? This is the only time that I have done so, and I thought it would be obvious since one would normally have to read the OP to start, and the OP has a list of approvers. All that quite apart from the fact that I'm mentioning the Uber Tire as an approver, which doesn't make any sense. Long story short, it should've been very obvious that I couldn't approve; besides, this was done for lolz since three people have joined with the exact same team, down to the natures and moves. I'm sorry if you took it seriously.

Type: Steel
Summary: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Ability: Minus
Type: Innate
This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Plus
Type: Innate

This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Type: Ground
Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head
Type: Innate

This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Lightening Rod
Type: Innate

These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Keen Eye
Type: Innate

This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Sheer Force
Type: Can be Enabled

This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Hustle (DW)
Type: Can be Enabled

This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

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Natu [Gangsta Lean] (male)

Nature: Serious

Type:
Psychic
Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Flying
Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Synchronize
Type: Innate

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Early Bird
Type: Innate

This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Magic Bounce DW

Type: Innate

This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Type:
Psychic
Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Flying
Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Synchronize
Type: Innate

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Early Bird
Type: Innate

This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Magic Bounce DW

Type: Innate

This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Type:
Psychic
Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Flying
Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Synchronize
Type: Innate

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Early Bird
Type: Innate

This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Magic Bounce DW

Type: Innate

This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Pupitar (*) Dust Devil (M)Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)Type: Rock / GroundRock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.Sand Force (DW): (Innate, Locked) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Gabite (*) Bruce (M)Nature: Lonely (+1 Atk, -1 Def)Type: Dragon / GroundDragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Rough Skin (DW): (Innate, Locked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

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(*) Cranidos [rocky] (M)Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)Type: Rock
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focusMold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)[Dw Locked]Sheer Force: (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Penguin: Round up when using +Speed natures (Diglett gets 110 Speed). Gible has 2 SpAtt. Fix these and you'll be Approved.

Agent: You can add Giga Drain to Embirch's movepool. You have a blank "Fire:" underneath Embirch's types. Mark Sheer Force as Cranidos' DW Ability. You have the description for Sheer Force as the description for Mold Breaker. Not Approved until these are fixed. Looks good now, Approved.

Type:
Dark:
Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon:
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Ability:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Type:
Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Ability(s):
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish (DW):
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Type:
Psychic:
Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability(s):
Synchronize:
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace:
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW):
Type: Innate
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

blastoiseboy19, a few minor things:
-Squirtle's MC should just be 0, not 0/0
-Ralts's speed should be 34, not 33 (40/1.15 = 34.7, which then rounds down due to the -speed nature)
-Ralts can add Calm Mind to its level-up movepool; he gets it at level 23 in Gen 4 and 21 in Gen 3APPROVED provided these things are changed.

Rivalry:(Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks a male opponent of the same Egg Group (Monster/Ground), and decreasing the power of all its attacks by two (2) when it faces a female opponentin the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Poison Point: (Can be disabled) This Pokemon’s quills are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Hustle (DW):(Can Be Activated, Locked) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Torrent:(Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).

Defiant (DW):(Innate, Locked) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Lightningrod:(Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Motor Drive:(Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Sap Sipper (DW):(Innate, Locked) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

A very open arena with a two or three shriveled trees. There is a swamp of caustic liquid lined with a multitude of mushrooms. The swamp emits a gas that has the chance of poisoning the competitors. (10% chance normal poison, 5% bad poison. Calculated at the begining of each round). The mushrooms can be eaten, but with risk.

As the only water in the arena is the swamp, water and ice moves have a 30% chance of poisoning the foe, and a 10% chance of poisoning the user unless the user is of the poison- or steel- type. (normal poison)

Poison- type moves are powered up by one BAP, and any move used by a poison type pokémon gains one BAP. These bonuses stack.

Non damaging moves that inflict poison are absorbed by the environment.

The mushrooms can have any of these effects each with a 10% chance of being the chosen effect.

Normal Poison.
Bad Poison.
Paralyze.
Acts as a 3 BAP poison attack from a 3 Attack. Non-STAB.
acts as a 3 BAP poison attack from a 3 Special Attack. Non-STAB.
Acts as an Oran Berry.
Acts as a Lum Berry.
Acts as a Sitrus Berry.
Changes Pokémon's type to poison.
No Effect.

Chris, a few things:
-Nidoran M's speed should be 50, not 41
-You have Horn Attack listed twice in your level-up moves (not a huge deal but I thought I'd point it out anyway)
-Blitzle already knows Thunder Wave by level-up but you're using one of your TM slots to relearn it, you should change that to another TM
-Your Pokemon need to add the weight and size classes to their stats, you can find them in the Data Audit thread in the Stat and Rarity List along with the other stats
Also Piplup's accuracy boost is 7, you round to the nearest whole number.
Alright, all fixed now, APPROVED. Welcome to ASB!

Abilities:Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).Technician [DW UNLOCKED]: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.Stats:

Abilities:Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.Unnerve [DW]: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Justified [DW]: (Innate) This Pokemon's